Compare Line/Dash prices across 50+ stores and find the best deal. Developed by Gamera Interactive. Published by Gamera Interactive. Released on 7/11/2016. Available on PC, Mac, Linux. Genres: Action, Indie.

Two mouse buttons, one relentless wave of enemies, and a canvas that paints itself from your reflex decisions. Micro-session arcade trance for players who appreciate when a tiny game has a genuine aesthetic heartbeat.

I have a soft spot for games that started life as a Ludum Dare jam entry and somehow kept their soul on the way to a Steam release. Line/Dash is exactly that kind of project. The whole mechanical vocabulary fits on a sticky note: left-click drops a line from the top of the screen, right-click sends it dashing forward. Enemies come from the right, your lines intercept them, you juggle bullets and block movement, the screen starts to shake with every impact, and somehow thirty seconds in you are no longer thinking about the controls at all. What makes it worth talking about is what happens to the visuals as you play. The game opens in black and white - sparse, clean, almost clinical. Survive long enough and the palette shifts, neon hues bleeding into the backgrounds on alternating black-or-white fields as your lines split and cross each other. Every run generates a slightly different visual record of how you played. The original designer called it a "procedural multimedia sculpture" and that phrase is accurate without being precious. The screen really does become a painting of your session, which gives Line/Dash a curious secondary pleasure beyond the score-chasing loop. The audio works in a similar spirit. Each collision with an enemy produces a randomized note harmonized to a pentatonic scale, so your defensive play generates something resembling improvised music. It never builds into a full score - and that is honestly one of the game's genuine limitations. Players who expect the soundscape to escalate the way the visuals do will find the audio feels underdeveloped by the midpoint of a run. The developer has acknowledged this openly, and I respect that honesty even if the gap between audio ambition and execution is real. The other thing to be clear about: this is a deliberately narrow game. There is one mode, one enemy type, a lives system as your buffer against the fail condition, and a leaderboard for context. No progression unlocks, no build variety, no campaign. The original designer made a conscious choice to keep scope small, and the result is something that knows exactly what it is. For players who want ten hours of content, Line/Dash will disappoint within fifteen minutes. For players who orbit games like Rez or old-school arcade bullet-jugglers and want something that respects their time while delivering a genuine kinesthetic loop, the slim runtime is a feature. It also has the honest mark of something that ranked in Ludum Dare's innovation category, which tells you something about where its energy was concentrated. Mac users should note a platform warning: the game is not compatible with macOS 10.15 Catalina or above, so check your OS version before committing. On PC and Linux it runs without issue. Steam reviews land at a modest but honest mostly-positive rating from a small sample of players, which tracks with a game this niche. Kai, Scout Team

Line/Dash
ActionIndie

Line/Dash

Jul 11, 2016Gamera Interactive
GamerScout Says

Two mouse buttons, one relentless wave of enemies, and a canvas that paints itself from your reflex decisions. Micro-session arcade trance for players who appreciate when a tiny game has a genuine aesthetic heartbeat.

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Screenshots & Media

Screenshot

About Line/Dash

I have a soft spot for games that started life as a Ludum Dare jam entry and somehow kept their soul on the way to a Steam release. Line/Dash is exactly that kind of project. The whole mechanical vocabulary fits on a sticky note: left-click drops a line from the top of the screen, right-click sends it dashing forward. Enemies come from the right, your lines intercept them, you juggle bullets and block movement, the screen starts to shake with every impact, and somehow thirty seconds in you are no longer thinking about the controls at all. What makes it worth talking about is what happens to the visuals as you play. The game opens in black and white - sparse, clean, almost clinical. Survive long enough and the palette shifts, neon hues bleeding into the backgrounds on alternating black-or-white fields as your lines split and cross each other. Every run generates a slightly different visual record of how you played. The original designer called it a "procedural multimedia sculpture" and that phrase is accurate without being precious. The screen really does become a painting of your session, which gives Line/Dash a curious secondary pleasure beyond the score-chasing loop. The audio works in a similar spirit. Each collision with an enemy produces a randomized note harmonized to a pentatonic scale, so your defensive play generates something resembling improvised music. It never builds into a full score - and that is honestly one of the game's genuine limitations. Players who expect the soundscape to escalate the way the visuals do will find the audio feels underdeveloped by the midpoint of a run. The developer has acknowledged this openly, and I respect that honesty even if the gap between audio ambition and execution is real. The other thing to be clear about: this is a deliberately narrow game. There is one mode, one enemy type, a lives system as your buffer against the fail condition, and a leaderboard for context. No progression unlocks, no build variety, no campaign. The original designer made a conscious choice to keep scope small, and the result is something that knows exactly what it is. For players who want ten hours of content, Line/Dash will disappoint within fifteen minutes. For players who orbit games like Rez or old-school arcade bullet-jugglers and want something that respects their time while delivering a genuine kinesthetic loop, the slim runtime is a feature. It also has the honest mark of something that ranked in Ludum Dare's innovation category, which tells you something about where its energy was concentrated. Mac users should note a platform warning: the game is not compatible with macOS 10.15 Catalina or above, so check your OS version before committing. On PC and Linux it runs without issue. Steam reviews land at a modest but honest mostly-positive rating from a small sample of players, which tracks with a game this niche. Kai, Scout Team

Tags

singleplayertrading-cardstier:sub-5Arcade Score-ChaserProcedural VisualsTwo-Button ControlsMinimalist AestheticLudum Dare OriginKinesthetic FeedbackPentatonic Soundscape

System Requirements

Minimum

OS
Windows XP SP2+
Graphics
DX9 (shader model 2.0) capabilities; generally everything made since 2004 should work.
Processor
SSE2 instruction set support.

Reviews & Ratings

No ratings available

Game Info

Developer
Gamera Interactive
Publisher
Gamera Interactive
Release Date
Jul 11, 2016

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